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<div class="title">PxSceneDesc.h</div>  </div>
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<a href="PxSceneDesc_8h.html">Go to the documentation of this file.</a><div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno">    1</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00002"></a><span class="lineno">    2</span>&#160;<span class="comment">// Redistribution and use in source and binary forms, with or without</span></div><div class="line"><a name="l00003"></a><span class="lineno">    3</span>&#160;<span class="comment">// modification, are permitted provided that the following conditions</span></div><div class="line"><a name="l00004"></a><span class="lineno">    4</span>&#160;<span class="comment">// are met:</span></div><div class="line"><a name="l00005"></a><span class="lineno">    5</span>&#160;<span class="comment">//  * Redistributions of source code must retain the above copyright</span></div><div class="line"><a name="l00006"></a><span class="lineno">    6</span>&#160;<span class="comment">//    notice, this list of conditions and the following disclaimer.</span></div><div class="line"><a name="l00007"></a><span class="lineno">    7</span>&#160;<span class="comment">//  * Redistributions in binary form must reproduce the above copyright</span></div><div class="line"><a name="l00008"></a><span class="lineno">    8</span>&#160;<span class="comment">//    notice, this list of conditions and the following disclaimer in the</span></div><div class="line"><a name="l00009"></a><span class="lineno">    9</span>&#160;<span class="comment">//    documentation and/or other materials provided with the distribution.</span></div><div class="line"><a name="l00010"></a><span class="lineno">   10</span>&#160;<span class="comment">//  * Neither the name of NVIDIA CORPORATION nor the names of its</span></div><div class="line"><a name="l00011"></a><span class="lineno">   11</span>&#160;<span class="comment">//    contributors may be used to endorse or promote products derived</span></div><div class="line"><a name="l00012"></a><span class="lineno">   12</span>&#160;<span class="comment">//    from this software without specific prior written permission.</span></div><div class="line"><a name="l00013"></a><span class="lineno">   13</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00014"></a><span class="lineno">   14</span>&#160;<span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS &#39;&#39;AS IS&#39;&#39; AND ANY</span></div><div class="line"><a name="l00015"></a><span class="lineno">   15</span>&#160;<span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span></div><div class="line"><a name="l00016"></a><span class="lineno">   16</span>&#160;<span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span></div><div class="line"><a name="l00017"></a><span class="lineno">   17</span>&#160;<span class="comment">// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span></div><div class="line"><a name="l00018"></a><span class="lineno">   18</span>&#160;<span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span></div><div class="line"><a name="l00019"></a><span class="lineno">   19</span>&#160;<span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span></div><div class="line"><a name="l00020"></a><span class="lineno">   20</span>&#160;<span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span></div><div class="line"><a name="l00021"></a><span class="lineno">   21</span>&#160;<span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span></div><div class="line"><a name="l00022"></a><span class="lineno">   22</span>&#160;<span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span></div><div class="line"><a name="l00023"></a><span class="lineno">   23</span>&#160;<span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span></div><div class="line"><a name="l00024"></a><span class="lineno">   24</span>&#160;<span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span></div><div class="line"><a name="l00025"></a><span class="lineno">   25</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00026"></a><span class="lineno">   26</span>&#160;<span class="comment">// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.</span></div><div class="line"><a name="l00027"></a><span class="lineno">   27</span>&#160;<span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span></div><div class="line"><a name="l00028"></a><span class="lineno">   28</span>&#160;<span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  </span></div><div class="line"><a name="l00029"></a><span class="lineno">   29</span>&#160;</div><div class="line"><a name="l00030"></a><span class="lineno">   30</span>&#160;</div><div class="line"><a name="l00031"></a><span class="lineno">   31</span>&#160;<span class="preprocessor">#ifndef PX_PHYSICS_NX_SCENEDESC</span></div><div class="line"><a name="l00032"></a><span class="lineno">   32</span>&#160;<span class="preprocessor">#define PX_PHYSICS_NX_SCENEDESC</span></div><div class="line"><a name="l00033"></a><span class="lineno">   33</span>&#160;</div><div class="line"><a name="l00037"></a><span class="lineno">   37</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>&quot;</span></div><div class="line"><a name="l00038"></a><span class="lineno">   38</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="PxFlags_8h.html">foundation/PxFlags.h</a>&quot;</span></div><div class="line"><a name="l00039"></a><span class="lineno">   39</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="PxBounds3_8h.html">foundation/PxBounds3.h</a>&quot;</span></div><div class="line"><a name="l00040"></a><span class="lineno">   40</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="PxFiltering_8h.html">PxFiltering.h</a>&quot;</span></div><div class="line"><a name="l00041"></a><span class="lineno">   41</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="PxBroadPhase_8h.html">PxBroadPhase.h</a>&quot;</span></div><div class="line"><a name="l00042"></a><span class="lineno">   42</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="PxTolerancesScale_8h.html">common/PxTolerancesScale.h</a>&quot;</span></div><div class="line"><a name="l00043"></a><span class="lineno">   43</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="PxTask_8h.html">task/PxTask.h</a>&quot;</span></div><div class="line"><a name="l00044"></a><span class="lineno">   44</span>&#160;</div><div class="line"><a name="l00045"></a><span class="lineno">   45</span>&#160;<span class="preprocessor">#if !PX_DOXYGEN</span></div><div class="line"><a name="l00046"></a><span class="lineno">   46</span>&#160;<span class="keyword">namespace </span><a class="code" href="namespacephysx.html">physx</a></div><div class="line"><a name="l00047"></a><span class="lineno">   47</span>&#160;{</div><div class="line"><a name="l00048"></a><span class="lineno">   48</span>&#160;<span class="preprocessor">#endif</span></div><div class="line"><a name="l00049"></a><span class="lineno">   49</span>&#160;</div><div class="line"><a name="l00050"></a><span class="lineno">   50</span>&#160;    <span class="keyword">class </span>PxCudaContextManager;</div><div class="line"><a name="l00051"></a><span class="lineno">   51</span>&#160;</div><div class="line"><a name="l00070"></a><span class="lineno"><a class="line" href="structPxPruningStructureType.html">   70</a></span>&#160;<span class="keyword">struct </span><a class="code" href="structPxPruningStructureType.html">PxPruningStructureType</a></div><div class="line"><a name="l00071"></a><span class="lineno">   71</span>&#160;{</div><div class="line"><a name="l00072"></a><span class="lineno"><a class="line" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9">   72</a></span>&#160;    <span class="keyword">enum</span> <a class="code" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9">Enum</a></div><div class="line"><a name="l00073"></a><span class="lineno">   73</span>&#160;    {</div><div class="line"><a name="l00074"></a><span class="lineno"><a class="line" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a667e19208a1fd5b2215e452ac9754b6e">   74</a></span>&#160;        <a class="code" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a667e19208a1fd5b2215e452ac9754b6e">eNONE</a>,                  </div><div class="line"><a name="l00075"></a><span class="lineno"><a class="line" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a374d304bffaa55f53556e2b40a592e54">   75</a></span>&#160;        <a class="code" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a374d304bffaa55f53556e2b40a592e54">eDYNAMIC_AABB_TREE</a>,     </div><div class="line"><a name="l00076"></a><span class="lineno"><a class="line" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a9001cb07511fa509eae16a4a933a77f6">   76</a></span>&#160;        <a class="code" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a9001cb07511fa509eae16a4a933a77f6">eSTATIC_AABB_TREE</a>,      </div><div class="line"><a name="l00077"></a><span class="lineno">   77</span>&#160;</div><div class="line"><a name="l00078"></a><span class="lineno"><a class="line" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a613753bdd7051b3f88c0199549ee41bb">   78</a></span>&#160;        eLAST</div><div class="line"><a name="l00079"></a><span class="lineno">   79</span>&#160;    };</div><div class="line"><a name="l00080"></a><span class="lineno">   80</span>&#160;};</div><div class="line"><a name="l00081"></a><span class="lineno">   81</span>&#160;</div><div class="line"><a name="l00101"></a><span class="lineno"><a class="line" href="structPxSceneQueryUpdateMode.html">  101</a></span>&#160;<span class="keyword">struct </span><a class="code" href="structPxSceneQueryUpdateMode.html">PxSceneQueryUpdateMode</a></div><div class="line"><a name="l00102"></a><span class="lineno">  102</span>&#160;{</div><div class="line"><a name="l00103"></a><span class="lineno"><a class="line" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4">  103</a></span>&#160;    <span class="keyword">enum</span> <a class="code" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4">Enum</a></div><div class="line"><a name="l00104"></a><span class="lineno">  104</span>&#160;    {</div><div class="line"><a name="l00105"></a><span class="lineno"><a class="line" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4aa9f1900ad863b24a136a6bf7061718e5">  105</a></span>&#160;        <a class="code" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4aa9f1900ad863b24a136a6bf7061718e5">eBUILD_ENABLED_COMMIT_ENABLED</a>,      </div><div class="line"><a name="l00106"></a><span class="lineno"><a class="line" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4a501079944c5156ae69a4b8e66727144c">  106</a></span>&#160;        <a class="code" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4a501079944c5156ae69a4b8e66727144c">eBUILD_ENABLED_COMMIT_DISABLED</a>,     </div><div class="line"><a name="l00107"></a><span class="lineno"><a class="line" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4a793afa91b648fc6b1c92ff333490e7f2">  107</a></span>&#160;        eBUILD_DISABLED_COMMIT_DISABLED     </div><div class="line"><a name="l00108"></a><span class="lineno">  108</span>&#160;    };</div><div class="line"><a name="l00109"></a><span class="lineno">  109</span>&#160;};</div><div class="line"><a name="l00110"></a><span class="lineno">  110</span>&#160;</div><div class="line"><a name="l00111"></a><span class="lineno">  111</span>&#160;</div><div class="line"><a name="l00127"></a><span class="lineno"><a class="line" href="structPxFrictionType.html">  127</a></span>&#160;<span class="keyword">struct </span><a class="code" href="structPxFrictionType.html">PxFrictionType</a></div><div class="line"><a name="l00128"></a><span class="lineno">  128</span>&#160;{</div><div class="line"><a name="l00129"></a><span class="lineno"><a class="line" href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96b">  129</a></span>&#160;    <span class="keyword">enum</span> <a class="code" href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96b">Enum</a></div><div class="line"><a name="l00130"></a><span class="lineno">  130</span>&#160;    {</div><div class="line"><a name="l00131"></a><span class="lineno"><a class="line" href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96bacf891c8b96deb40e1e475237fe4f4047">  131</a></span>&#160; 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   <a class="code" href="structPxgDynamicsMemoryConfig.html#a23f805337d85ee65a944feb8458659cf">PxgDynamicsMemoryConfig</a>() :</div><div class="line"><a name="l00450"></a><span class="lineno">  450</span>&#160;        <a class="code" href="structPxgDynamicsMemoryConfig.html#aae38a7ac296bd11b3a505c7884c76506">constraintBufferCapacity</a>(32 * 1024 * 1024),</div><div class="line"><a name="l00451"></a><span class="lineno">  451</span>&#160;        <a class="code" href="structPxgDynamicsMemoryConfig.html#a0e8c1e5e0a636d146698ec1acd2070f9">contactBufferCapacity</a>(24 * 1024 * 1024),</div><div class="line"><a name="l00452"></a><span class="lineno">  452</span>&#160;        <a class="code" href="structPxgDynamicsMemoryConfig.html#a2d76891f7a9eb8f30f03430d9c80d7a0">tempBufferCapacity</a>(16 * 1024 * 1024),</div><div class="line"><a name="l00453"></a><span class="lineno">  453</span>&#160;        <a class="code" href="structPxgDynamicsMemoryConfig.html#a7c3deac7934eb56245b47d0373495947">contactStreamSize</a>(1024 * 512),</div><div class="line"><a name="l00454"></a><span class="lineno">  454</span>&#160;        <a class="code" href="structPxgDynamicsMemoryConfig.html#ac61756279f4ffcc17a6ae2f1712268f7">patchStreamSize</a>(1024 * 80),</div><div class="line"><a name="l00455"></a><span class="lineno">  455</span>&#160;        <a class="code" href="structPxgDynamicsMemoryConfig.html#a572bf93227593e5e9eecca69dc1ea8e9">forceStreamCapacity</a>(1 * 1024 * 1024),</div><div class="line"><a name="l00456"></a><span class="lineno">  456</span>&#160;        <a class="code" href="structPxgDynamicsMemoryConfig.html#a548423b552a06d77a3c0066d768a4dd8">heapCapacity</a>(64 * 1024 * 1024),</div><div class="line"><a name="l00457"></a><span class="lineno">  457</span>&#160;        <a class="code" href="structPxgDynamicsMemoryConfig.html#ad7a64d6c606823dcfee7bc8da1ecdaae">foundLostPairsCapacity</a>(256 * 1024)</div><div class="line"><a name="l00458"></a><span class="lineno">  458</span>&#160;    {</div><div class="line"><a name="l00459"></a><span class="lineno">  459</span>&#160;    }</div><div class="line"><a name="l00460"></a><span class="lineno">  460</span>&#160;};</div><div class="line"><a name="l00461"></a><span class="lineno">  461</span>&#160;</div><div class="line"><a name="l00462"></a><span class="lineno">  462</span>&#160;<span class="comment">//#endif</span></div><div class="line"><a name="l00463"></a><span class="lineno">  463</span>&#160;</div><div class="line"><a name="l00471"></a><span class="lineno"><a class="line" href="classPxSceneDesc.html">  471</a></span>&#160;<span class="keyword">class </span><a class="code" href="classPxSceneDesc.html">PxSceneDesc</a></div><div class="line"><a name="l00472"></a><span class="lineno">  472</span>&#160;{</div><div class="line"><a name="l00473"></a><span class="lineno">  473</span>&#160;<span class="keyword">public</span>:</div><div class="line"><a name="l00474"></a><span class="lineno">  474</span>&#160;</div><div class="line"><a name="l00485"></a><span class="lineno"><a class="line" href="classPxSceneDesc.html#a9b0de35c38c43b8aeff6e6f29bf0db20">  485</a></span>&#160; 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       <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"><a name="l01019"></a><span class="lineno"> 1019</span>&#160;</div><div class="line"><a name="l01020"></a><span class="lineno"> 1020</span>&#160;    <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#ab996312333ef4fdf5f77fcc16b84923e">limits</a>.<a class="code" href="group__physics.html#ga622bf3792efe0007282d836719e80093">isValid</a>())</div><div class="line"><a name="l01021"></a><span class="lineno"> 1021</span>&#160;        <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"><a name="l01022"></a><span class="lineno"> 1022</span>&#160;</div><div class="line"><a name="l01023"></a><span class="lineno"> 1023</span>&#160;    <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#a00495fa3240d1087d38cf33eebc313a7">staticStructure</a>!=<a class="code" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a9001cb07511fa509eae16a4a933a77f6">PxPruningStructureType::eSTATIC_AABB_TREE</a> &amp;&amp; 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   <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#abc7769532392c8e47ec4580677145e34">bounceThresholdVelocity</a> &lt; 0.0f)</div><div class="line"><a name="l01030"></a><span class="lineno"> 1030</span>&#160;        <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"><a name="l01031"></a><span class="lineno"> 1031</span>&#160;    <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#af707e0c97624aaf6fa9ab2e82aadbecf">frictionOffsetThreshold</a> &lt; 0.0f)</div><div class="line"><a name="l01032"></a><span class="lineno"> 1032</span>&#160;        <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"><a name="l01033"></a><span class="lineno"> 1033</span>&#160;    <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#a74dc6e8ebde591ca823a3ea4807fca33">ccdMaxSeparation</a> &lt; 0.0f)</div><div class="line"><a name="l01034"></a><span class="lineno"> 1034</span>&#160;        <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"><a name="l01035"></a><span class="lineno"> 1035</span>&#160;    <span class="keywordflow">if</span> (<a class="code" href="classPxSceneDesc.html#a91b6c205bf684c0f41432a23c1323ee2">solverOffsetSlop</a> &lt; 0.f)</div><div class="line"><a name="l01036"></a><span class="lineno"> 1036</span>&#160;        <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"><a name="l01037"></a><span class="lineno"> 1037</span>&#160;</div><div class="line"><a name="l01038"></a><span class="lineno"> 1038</span>&#160;    <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#a5b8bb05a5b151da44d30986e729172c7">ccdThreshold</a> &lt;= 0.f)</div><div class="line"><a name="l01039"></a><span class="lineno"> 1039</span>&#160;        <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"><a name="l01040"></a><span class="lineno"> 1040</span>&#160;</div><div class="line"><a name="l01041"></a><span class="lineno"> 1041</span>&#160; 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<div class="ttc" id="classPxSceneDesc_html_ad9ceb142127cc259aa2f5d322a1494e2"><div class="ttname"><a href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2">PxSceneDesc::filterShaderData</a></div><div class="ttdeci">const void * filterShaderData</div><div class="ttdoc">Shared global filter data which will get passed into the filter shader. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:523</div></div>
<div class="ttc" id="classPxSceneDesc_html_a26b321b928708c10a047b38ec9127797"><div class="ttname"><a href="classPxSceneDesc.html#a26b321b928708c10a047b38ec9127797">PxSceneDesc::solverBatchSize</a></div><div class="ttdeci">PxU32 solverBatchSize</div><div class="ttdoc">Defines the number of actors required to spawn a separate rigid body solver island task chain...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:748</div></div>
<div class="ttc" id="classPxSceneDesc_html_a166d622a6ea49c6e58be0b1d123f03ab"><div class="ttname"><a href="classPxSceneDesc.html#a166d622a6ea49c6e58be0b1d123f03ab">PxSceneDesc::solverType</a></div><div class="ttdeci">PxSolverType::Enum solverType</div><div class="ttdoc">Selects the solver algorithm to use. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:617</div></div>
<div class="ttc" id="classPxSceneDesc_html"><div class="ttname"><a href="classPxSceneDesc.html">PxSceneDesc</a></div><div class="ttdoc">Descriptor class for scenes. See PxScene. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:471</div></div>
<div class="ttc" id="group__physics_html_ga7faafa414d3b4a468091cdaf785a931e"><div class="ttname"><a href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">PxSceneDesc::isValid</a></div><div class="ttdeci">PX_INLINE bool isValid() const</div><div class="ttdoc">Returns true if the descriptor is valid. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:1011</div></div>
<div class="ttc" id="structPxPruningStructureType_html"><div class="ttname"><a href="structPxPruningStructureType.html">PxPruningStructureType</a></div><div class="ttdoc">Pruning structure used to accelerate scene queries. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:70</div></div>
<div class="ttc" id="structPxgDynamicsMemoryConfig_html_ac61756279f4ffcc17a6ae2f1712268f7"><div class="ttname"><a href="structPxgDynamicsMemoryConfig.html#ac61756279f4ffcc17a6ae2f1712268f7">PxgDynamicsMemoryConfig::patchStreamSize</a></div><div class="ttdeci">PxU32 patchStreamSize</div><div class="ttdoc">Size of the contact patch stream buffer allocated in pinned host memory. This is double-buffered so t...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:444</div></div>
<div class="ttc" id="classPxSceneDesc_html_ab1f18b0666adb645d92fc2f53373b1e9"><div class="ttname"><a href="classPxSceneDesc.html#ab1f18b0666adb645d92fc2f53373b1e9">PxSceneDesc::frictionType</a></div><div class="ttdeci">PxFrictionType::Enum frictionType</div><div class="ttdoc">Selects the friction algorithm to use for simulation. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:608</div></div>
<div class="ttc" id="classPxSceneDesc_html_a466c85f090678a01f2c6ee85b9584e7a"><div class="ttname"><a href="classPxSceneDesc.html#a466c85f090678a01f2c6ee85b9584e7a">PxSceneDesc::sceneQueryUpdateMode</a></div><div class="ttdeci">PxSceneQueryUpdateMode::Enum sceneQueryUpdateMode</div><div class="ttdoc">Defines the scene query update mode. Default: PxSceneQueryUpdateMode::eBUILD_ENABLED_COMMIT_ENABLED. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:724</div></div>
<div class="ttc" id="classPxSceneDesc_html_a91b6c205bf684c0f41432a23c1323ee2"><div class="ttname"><a href="classPxSceneDesc.html#a91b6c205bf684c0f41432a23c1323ee2">PxSceneDesc::solverOffsetSlop</a></div><div class="ttdeci">PxReal solverOffsetSlop</div><div class="ttdoc">A slop value used to zero contact offsets from the body&amp;#39;s COM on an axis if the offset along that axi...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:664</div></div>
<div class="ttc" id="classPxSceneDesc_html_ad55a6e9d290779839659bb2763db2e2a"><div class="ttname"><a href="classPxSceneDesc.html#ad55a6e9d290779839659bb2763db2e2a">PxSceneDesc::cudaContextManager</a></div><div class="ttdeci">PxCudaContextManager * cudaContextManager</div><div class="ttdoc">The CUDA context manager for the scene. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:687</div></div>
<div class="ttc" id="classPxSceneDesc_html_a9510b1233fb0ab03e9c1d5be44ff5a38"><div class="ttname"><a href="classPxSceneDesc.html#a9510b1233fb0ab03e9c1d5be44ff5a38">PxSceneDesc::flags</a></div><div class="ttdeci">PxSceneFlags flags</div><div class="ttdoc">Flags used to select scene options. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:671</div></div>
<div class="ttc" id="group__physics_html_gaa7375184ba494172fa7677dae44bd9a8"><div class="ttname"><a href="group__physics.html#gaa7375184ba494172fa7677dae44bd9a8">PxSceneDesc::setToDefault</a></div><div class="ttdeci">PX_INLINE void setToDefault(const PxTolerancesScale &amp;scale)</div><div class="ttdoc">(re)sets the structure to the default. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:1006</div></div>
<div class="ttc" id="classPxSceneDesc_html_ab996312333ef4fdf5f77fcc16b84923e"><div class="ttname"><a href="classPxSceneDesc.html#ab996312333ef4fdf5f77fcc16b84923e">PxSceneDesc::limits</a></div><div class="ttdeci">PxSceneLimits limits</div><div class="ttdoc">Expected scene limits. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:596</div></div>
<div class="ttc" id="structPxgDynamicsMemoryConfig_html_a2d76891f7a9eb8f30f03430d9c80d7a0"><div class="ttname"><a href="structPxgDynamicsMemoryConfig.html#a2d76891f7a9eb8f30f03430d9c80d7a0">PxgDynamicsMemoryConfig::tempBufferCapacity</a></div><div class="ttdeci">PxU32 tempBufferCapacity</div><div class="ttdoc">Capacity of temp buffer allocated in pinned host memory. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:442</div></div>
<div class="ttc" id="structPxPruningStructureType_html_a058454782f6ed1cc953b8d6561b636d9a9001cb07511fa509eae16a4a933a77f6"><div class="ttname"><a href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a9001cb07511fa509eae16a4a933a77f6">PxPruningStructureType::eSTATIC_AABB_TREE</a></div><div class="ttdoc">Using a static AABB tree. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:76</div></div>
<div class="ttc" id="structPxFrictionType_html_a603c53fd85805e2528a338252496a96bacf891c8b96deb40e1e475237fe4f4047"><div class="ttname"><a href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96bacf891c8b96deb40e1e475237fe4f4047">PxFrictionType::ePATCH</a></div><div class="ttdoc">Select default patch-friction model. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:131</div></div>
<div class="ttc" id="namespacephysx_html_a727d2d8426e2a21ebbc522fa65c3f97a"><div class="ttname"><a href="namespacephysx.html#a727d2d8426e2a21ebbc522fa65c3f97a">physx::PxReal</a></div><div class="ttdeci">float PxReal</div><div class="ttdef"><b>Definition:</b> PxSimpleTypes.h:78</div></div>
<div class="ttc" id="classPxCCDContactModifyCallback_html"><div class="ttname"><a href="classPxCCDContactModifyCallback.html">PxCCDContactModifyCallback</a></div><div class="ttdoc">An interface class that the user can implement in order to modify CCD contact constraints. </div><div class="ttdef"><b>Definition:</b> PxContactModifyCallback.h:460</div></div>
<div class="ttc" id="classPxSceneDesc_html_af7b94475075eb9b43ca32650cd169cc1"><div class="ttname"><a href="classPxSceneDesc.html#af7b94475075eb9b43ca32650cd169cc1">PxSceneDesc::filterCallback</a></div><div class="ttdeci">PxSimulationFilterCallback * filterCallback</div><div class="ttdoc">A custom collision filter callback which can be used to implement more complex filtering operations w...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:553</div></div>
<div class="ttc" id="group__physics_html_ga235380b2a5b3cc89a4cd89d089d72b33"><div class="ttname"><a href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33">PxSimulationFilterShader</a></div><div class="ttdeci">PxFilterFlags(* PxSimulationFilterShader)(PxFilterObjectAttributes attributes0, PxFilterData filterData0, PxFilterObjectAttributes attributes1, PxFilterData filterData1, PxPairFlags &amp;pairFlags, const void *constantBlock, PxU32 constantBlockSize)</div><div class="ttdoc">Filter shader to specify handling of collision pairs. </div><div class="ttdef"><b>Definition:</b> PxFiltering.h:589</div></div>
<div class="ttc" id="structPxgDynamicsMemoryConfig_html"><div class="ttname"><a href="structPxgDynamicsMemoryConfig.html">PxgDynamicsMemoryConfig</a></div><div class="ttdoc">Sizes of pre-allocated buffers use for GPU dynamics. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:438</div></div>
<div class="ttc" id="classPxSceneLimits_html_a5269e317c229389fc49ed658d60f1a7e"><div class="ttname"><a href="classPxSceneLimits.html#a5269e317c229389fc49ed658d60f1a7e">PxSceneLimits::maxNbStaticShapes</a></div><div class="ttdeci">PxU32 maxNbStaticShapes</div><div class="ttdoc">Expected maximum number of static shapes. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:384</div></div>
<div class="ttc" id="classPxSceneDesc_html_a9b0de35c38c43b8aeff6e6f29bf0db20"><div class="ttname"><a href="classPxSceneDesc.html#a9b0de35c38c43b8aeff6e6f29bf0db20">PxSceneDesc::gravity</a></div><div class="ttdeci">PxVec3 gravity</div><div class="ttdoc">Gravity vector. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:485</div></div>
<div class="ttc" id="classPxSceneLimits_html_af0a6bbbff2a3c1ce5cf80d2ef3666cf5"><div class="ttname"><a href="classPxSceneLimits.html#af0a6bbbff2a3c1ce5cf80d2ef3666cf5">PxSceneLimits::maxNbActors</a></div><div class="ttdeci">PxU32 maxNbActors</div><div class="ttdoc">Expected maximum number of actors. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:382</div></div>
<div class="ttc" id="PxFiltering_8h_html"><div class="ttname"><a href="PxFiltering_8h.html">PxFiltering.h</a></div></div>
<div class="ttc" id="structPxSolverType_html"><div class="ttname"><a href="structPxSolverType.html">PxSolverType</a></div><div class="ttdoc">Enum for selecting the type of solver used for the simulation. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:146</div></div>
<div class="ttc" id="classPxSceneLimits_html_a8f662dce363bf4b21782a0d33b309446"><div class="ttname"><a href="classPxSceneLimits.html#a8f662dce363bf4b21782a0d33b309446">PxSceneLimits::maxNbBroadPhaseOverlaps</a></div><div class="ttdeci">PxU32 maxNbBroadPhaseOverlaps</div><div class="ttdoc">Expected maximum number of broad-phase overlaps. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:389</div></div>
<div class="ttc" id="structPxSceneFlag_html_ab4c347372b4433d34d983da780916c53af41a174026200b36d385fbe91a67eac0"><div class="ttname"><a href="structPxSceneFlag.html#ab4c347372b4433d34d983da780916c53af41a174026200b36d385fbe91a67eac0">PxSceneFlag::eADAPTIVE_FORCE</a></div><div class="ttdoc">Enable adaptive forces to accelerate convergence of the solver. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:222</div></div>
<div class="ttc" id="structPxSceneFlag_html"><div class="ttname"><a href="structPxSceneFlag.html">PxSceneFlag</a></div><div class="ttdoc">flags for configuring properties of the scene </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:162</div></div>
<div class="ttc" id="classPxSceneDesc_html_a2000ccfa6287d160b88967769de34b90"><div class="ttname"><a href="classPxSceneDesc.html#a2000ccfa6287d160b88967769de34b90">PxSceneDesc::contactModifyCallback</a></div><div class="ttdeci">PxContactModifyCallback * contactModifyCallback</div><div class="ttdoc">Possible asynchronous callback for contact modification. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:503</div></div>
<div class="ttc" id="structPxBroadPhaseType_html"><div class="ttname"><a href="structPxBroadPhaseType.html">PxBroadPhaseType</a></div><div class="ttdoc">Broad phase algorithm used in the simulation. </div><div class="ttdef"><b>Definition:</b> PxBroadPhase.h:66</div></div>
<div class="ttc" id="classPxSceneDesc_html_ac74f5f6c12d72b873716f82c2225b725"><div class="ttname"><a href="classPxSceneDesc.html#ac74f5f6c12d72b873716f82c2225b725">PxSceneDesc::cpuDispatcher</a></div><div class="ttdeci">PxCpuDispatcher * cpuDispatcher</div><div class="ttdoc">The CPU task dispatcher for the scene. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:678</div></div>
<div class="ttc" id="PxPhysXConfig_8h_html"><div class="ttname"><a href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a></div></div>
<div class="ttc" id="classPxSceneDesc_html_a63d40516cfbbe7d167d89e6fe55e3834"><div class="ttname"><a href="classPxSceneDesc.html#a63d40516cfbbe7d167d89e6fe55e3834">PxSceneDesc::userData</a></div><div class="ttdeci">void * userData</div><div class="ttdoc">Will be copied to PxScene::userData. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:731</div></div>
<div class="ttc" id="classPxSceneDesc_html_a90e220df7cb1f25852d4cc62cecd8869"><div class="ttname"><a href="classPxSceneDesc.html#a90e220df7cb1f25852d4cc62cecd8869">PxSceneDesc::kineKineFilteringMode</a></div><div class="ttdeci">PxPairFilteringMode::Enum kineKineFilteringMode</div><div class="ttdoc">Filtering mode for kinematic-kinematic pairs in the broadphase. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:562</div></div>
<div class="ttc" id="classPxSceneDesc_html_ac02177181688e06f18f504e3ba6327a7"><div class="ttname"><a href="classPxSceneDesc.html#ac02177181688e06f18f504e3ba6327a7">PxSceneDesc::gpuComputeVersion</a></div><div class="ttdeci">PxU32 gpuComputeVersion</div><div class="ttdoc">Defines which compute version the GPU dynamics should target. DO NOT MODIFY. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:903</div></div>
<div class="ttc" id="PxBroadPhase_8h_html"><div class="ttname"><a href="PxBroadPhase_8h.html">PxBroadPhase.h</a></div></div>
<div class="ttc" id="classPxSceneDesc_html_a5b8bb05a5b151da44d30986e729172c7"><div class="ttname"><a href="classPxSceneDesc.html#a5b8bb05a5b151da44d30986e729172c7">PxSceneDesc::ccdThreshold</a></div><div class="ttdeci">PxReal ccdThreshold</div><div class="ttdoc">CCD threshold. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:862</div></div>
<div class="ttc" id="classPxSimulationEventCallback_html"><div class="ttname"><a href="classPxSimulationEventCallback.html">PxSimulationEventCallback</a></div><div class="ttdoc">An interface class that the user can implement in order to receive simulation events. </div><div class="ttdef"><b>Definition:</b> PxSimulationEventCallback.h:793</div></div>
<div class="ttc" id="classPxSceneLimits_html_a2657acecc1cc484fc48a1263f4fc0427"><div class="ttname"><a href="classPxSceneLimits.html#a2657acecc1cc484fc48a1263f4fc0427">PxSceneLimits::maxNbDynamicShapes</a></div><div class="ttdeci">PxU32 maxNbDynamicShapes</div><div class="ttdoc">Expected maximum number of dynamic shapes. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:385</div></div>
<div class="ttc" id="classPxSceneDesc_html_a9410287c6ea926dad9e2b2374541ad38"><div class="ttname"><a href="classPxSceneDesc.html#a9410287c6ea926dad9e2b2374541ad38">PxSceneDesc::filterShader</a></div><div class="ttdeci">PxSimulationFilterShader filterShader</div><div class="ttdoc">The custom filter shader to use for collision filtering. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:543</div></div>
<div class="ttc" id="classPxSceneDesc_html_a02d696140e9828477c8aa493a048f48a"><div class="ttname"><a href="classPxSceneDesc.html#a02d696140e9828477c8aa493a048f48a">PxSceneDesc::contactReportStreamBufferSize</a></div><div class="ttdeci">PxU32 contactReportStreamBufferSize</div><div class="ttdoc">Size of the contact report stream (in bytes). </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:833</div></div>
<div class="ttc" id="structPxPruningStructureType_html_a058454782f6ed1cc953b8d6561b636d9"><div class="ttname"><a href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a></div><div class="ttdeci">Enum</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:72</div></div>
<div class="ttc" id="structPxSceneQueryUpdateMode_html_a04e575a313bce592e2b404eedf89a9d4aa9f1900ad863b24a136a6bf7061718e5"><div class="ttname"><a href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4aa9f1900ad863b24a136a6bf7061718e5">PxSceneQueryUpdateMode::eBUILD_ENABLED_COMMIT_ENABLED</a></div><div class="ttdoc">Both scene query build and commit are executed. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:105</div></div>
<div class="ttc" id="classPxSceneLimits_html_ac629764140a510c999a83e1b65e796af"><div class="ttname"><a href="classPxSceneLimits.html#ac629764140a510c999a83e1b65e796af">PxSceneLimits::maxNbRegions</a></div><div class="ttdeci">PxU32 maxNbRegions</div><div class="ttdoc">Expected maximum number of broad-phase regions. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:388</div></div>
<div class="ttc" id="classPxSceneDesc_html_aae577616d3e898347924de90e16188bb"><div class="ttname"><a href="classPxSceneDesc.html#aae577616d3e898347924de90e16188bb">PxSceneDesc::ccdContactModifyCallback</a></div><div class="ttdeci">PxCCDContactModifyCallback * ccdContactModifyCallback</div><div class="ttdoc">Possible asynchronous callback for contact modification. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:512</div></div>
<div class="ttc" id="classPxContactModifyCallback_html"><div class="ttname"><a href="classPxContactModifyCallback.html">PxContactModifyCallback</a></div><div class="ttdoc">An interface class that the user can implement in order to modify contact constraints. </div><div class="ttdef"><b>Definition:</b> PxContactModifyCallback.h:422</div></div>
<div class="ttc" id="PxTask_8h_html"><div class="ttname"><a href="PxTask_8h.html">PxTask.h</a></div></div>
<div class="ttc" id="classPxSceneDesc_html_a1ff29795e987f8f9b347545468915de2"><div class="ttname"><a href="classPxSceneDesc.html#a1ff29795e987f8f9b347545468915de2">PxSceneDesc::staticKineFilteringMode</a></div><div class="ttdeci">PxPairFilteringMode::Enum staticKineFilteringMode</div><div class="ttdoc">Filtering mode for static-kinematic pairs in the broadphase. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:571</div></div>
<div class="ttc" id="classPxSceneDesc_html_a3673610cdfbcb84103e2c3840754ecac"><div class="ttname"><a href="classPxSceneDesc.html#a3673610cdfbcb84103e2c3840754ecac">PxSceneDesc::gpuMaxNumPartitions</a></div><div class="ttdeci">PxU32 gpuMaxNumPartitions</div><div class="ttdoc">Limitation for the partitions in the GPU dynamics pipeline. This variable must be power of 2...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:898</div></div>
<div class="ttc" id="group__physics_html_ga54a626a9a6d80543048bffc654814704"><div class="ttname"><a href="group__physics.html#ga54a626a9a6d80543048bffc654814704">PxSceneFlags</a></div><div class="ttdeci">PxFlags&lt; PxSceneFlag::Enum, PxU32 &gt; PxSceneFlags</div><div class="ttdoc">collection of set bits defined in PxSceneFlag. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:362</div></div>
<div class="ttc" id="structPxSolverType_html_a96adc2f8785c6b18805a18b03289dbe6ae450cc99d8cedb7faff78689f1bc84f5"><div class="ttname"><a href="structPxSolverType.html#a96adc2f8785c6b18805a18b03289dbe6ae450cc99d8cedb7faff78689f1bc84f5">PxSolverType::ePGS</a></div><div class="ttdoc">Default Projected Gauss-Seidel iterative solver. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:150</div></div>
<div class="ttc" id="classPxSceneDesc_html_a79e2c9c06f711272a48d7f07451117b7"><div class="ttname"><a href="classPxSceneDesc.html#a79e2c9c06f711272a48d7f07451117b7">PxSceneDesc::wakeCounterResetValue</a></div><div class="ttdeci">PxReal wakeCounterResetValue</div><div class="ttdoc">The wake counter reset value. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:874</div></div>
<div class="ttc" id="structPxPairFilteringMode_html"><div class="ttname"><a href="structPxPairFilteringMode.html">PxPairFilteringMode</a></div><div class="ttdef"><b>Definition:</b> PxFiltering.h:699</div></div>
<div class="ttc" id="structPxFrictionType_html_a603c53fd85805e2528a338252496a96b"><div class="ttname"><a href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a></div><div class="ttdeci">Enum</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:129</div></div>
<div class="ttc" id="classPxSceneDesc_html_ab90ebca71afa21639bd99693df30e197"><div class="ttname"><a href="classPxSceneDesc.html#ab90ebca71afa21639bd99693df30e197">PxSceneDesc::gpuDynamicsConfig</a></div><div class="ttdeci">PxgDynamicsMemoryConfig gpuDynamicsConfig</div><div class="ttdoc">The pre-allocations performed in the GPU dynamics pipeline. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:890</div></div>
<div class="ttc" id="structPxPruningStructureType_html_a058454782f6ed1cc953b8d6561b636d9a667e19208a1fd5b2215e452ac9754b6e"><div class="ttname"><a href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a667e19208a1fd5b2215e452ac9754b6e">PxPruningStructureType::eNONE</a></div><div class="ttdoc">Using a simple data structure. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:74</div></div>
<div class="ttc" id="classPxSceneDesc_html_a65aa4ceefbbd6aebd75ea879d7c385f9"><div class="ttname"><a href="classPxSceneDesc.html#a65aa4ceefbbd6aebd75ea879d7c385f9">PxSceneDesc::ccdMaxPasses</a></div><div class="ttdeci">PxU32 ccdMaxPasses</div><div class="ttdoc">Maximum number of CCD passes. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:846</div></div>
<div class="ttc" id="PxConstraintDesc_8h_html_acfdd81caa30ceb0af5fafb4064b1bc67"><div class="ttname"><a href="PxConstraintDesc_8h.html#acfdd81caa30ceb0af5fafb4064b1bc67">flags</a></div><div class="ttdeci">PxU16 flags</div><div class="ttdoc">a set of Px1DConstraintFlags </div><div class="ttdef"><b>Definition:</b> PxConstraintDesc.h:110</div></div>
<div class="ttc" id="PxBounds3_8h_html"><div class="ttname"><a href="PxBounds3_8h.html">PxBounds3.h</a></div></div>
<div class="ttc" id="structPxgDynamicsMemoryConfig_html_a548423b552a06d77a3c0066d768a4dd8"><div class="ttname"><a href="structPxgDynamicsMemoryConfig.html#a548423b552a06d77a3c0066d768a4dd8">PxgDynamicsMemoryConfig::heapCapacity</a></div><div class="ttdeci">PxU32 heapCapacity</div><div class="ttdoc">Initial capacity of the GPU and pinned host memory heaps. Additional memory will be allocated if more...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:446</div></div>
<div class="ttc" id="classPxSceneDesc_html_a65bbe399965691dec83ba3fe1a5082ec"><div class="ttname"><a href="classPxSceneDesc.html#a65bbe399965691dec83ba3fe1a5082ec">PxSceneDesc::maxBiasCoefficient</a></div><div class="ttdeci">PxReal maxBiasCoefficient</div><div class="ttdoc">The maximum bias coefficient used in the constraint solver. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:818</div></div>
<div class="ttc" id="group__foundation_html_ga7539e08056ea09ff1c341b866b7103f4"><div class="ttname"><a href="group__foundation.html#ga7539e08056ea09ff1c341b866b7103f4">PX_MAX_F32</a></div><div class="ttdeci">#define PX_MAX_F32</div><div class="ttdef"><b>Definition:</b> PxSimpleTypes.h:86</div></div>
<div class="ttc" id="structPxSolverType_html_a96adc2f8785c6b18805a18b03289dbe6"><div class="ttname"><a href="structPxSolverType.html#a96adc2f8785c6b18805a18b03289dbe6">PxSolverType::Enum</a></div><div class="ttdeci">Enum</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:148</div></div>
<div class="ttc" id="group__foundation_html_gac1b800617c25ba00871816b8a0756d89"><div class="ttname"><a href="group__foundation.html#gac1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a></div><div class="ttdeci">#define PX_MAX_BOUNDS_EXTENTS</div><div class="ttdef"><b>Definition:</b> PxBounds3.h:46</div></div>
<div class="ttc" id="classPxSceneDesc_html_a625cdbae7d2149a9df472fb4f9c06f83"><div class="ttname"><a href="classPxSceneDesc.html#a625cdbae7d2149a9df472fb4f9c06f83">PxSceneDesc::nbContactDataBlocks</a></div><div class="ttdeci">PxU32 nbContactDataBlocks</div><div class="ttdoc">Setting to define the number of 16K blocks that will be initially reserved to store contact...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:780</div></div>
<div class="ttc" id="classPxSceneDesc_html_a3c27c85987bc2be98578f0130f455157"><div class="ttname"><a href="classPxSceneDesc.html#a3c27c85987bc2be98578f0130f455157">PxSceneDesc::broadPhaseType</a></div><div class="ttdeci">PxBroadPhaseType::Enum broadPhaseType</div><div class="ttdoc">Selects the broad-phase algorithm to use. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:580</div></div>
<div class="ttc" id="group__physics_html_gad36024f1760b55b0947dc0d91e080bd7"><div class="ttname"><a href="group__physics.html#gad36024f1760b55b0947dc0d91e080bd7">PxSceneLimits::PxSceneLimits</a></div><div class="ttdeci">PX_INLINE PxSceneLimits()</div><div class="ttdoc">constructor sets to default </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:408</div></div>
<div class="ttc" id="classPxSceneDesc_html_ac3270ea72968fc446cacb81a7ce683d3"><div class="ttname"><a href="classPxSceneDesc.html#ac3270ea72968fc446cacb81a7ce683d3">PxSceneDesc::dynamicTreeRebuildRateHint</a></div><div class="ttdeci">PxU32 dynamicTreeRebuildRateHint</div><div class="ttdoc">Hint for how much work should be done per simulation frame to rebuild the pruning structure...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:718</div></div>
<div class="ttc" id="classPxSceneLimits_html_ad44cb62b261514d8937077f75b40c5cc"><div class="ttname"><a href="classPxSceneLimits.html#ad44cb62b261514d8937077f75b40c5cc">PxSceneLimits::maxNbAggregates</a></div><div class="ttdeci">PxU32 maxNbAggregates</div><div class="ttdoc">Expected maximum number of aggregates. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:386</div></div>
<div class="ttc" id="classPxSceneLimits_html_a4226fb580e6cf704af33208a931bfd0e"><div class="ttname"><a href="classPxSceneLimits.html#a4226fb580e6cf704af33208a931bfd0e">PxSceneLimits::maxNbConstraints</a></div><div class="ttdeci">PxU32 maxNbConstraints</div><div class="ttdoc">Expected maximum number of constraint shaders. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:387</div></div>
<div class="ttc" id="classPxSceneDesc_html_a8791132cbe8cce32f051e5eaab774d35"><div class="ttname"><a href="classPxSceneDesc.html#a8791132cbe8cce32f051e5eaab774d35">PxSceneDesc::maxNbContactDataBlocks</a></div><div class="ttdeci">PxU32 maxNbContactDataBlocks</div><div class="ttdoc">Setting to define the maximum number of 16K blocks that can be allocated to store contact...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:800</div></div>
<div class="ttc" id="structPxFrictionType_html_a603c53fd85805e2528a338252496a96ba3db131f3d5cb7b55f36e0b0d2e3cac6d"><div class="ttname"><a href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96ba3db131f3d5cb7b55f36e0b0d2e3cac6d">PxFrictionType::eONE_DIRECTIONAL</a></div><div class="ttdoc">Select one directional per-contact friction model. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:132</div></div>
<div class="ttc" id="classPxSceneDesc_html_aee15ebe1d7155c19866972ecf5cbdd91"><div class="ttname"><a href="classPxSceneDesc.html#aee15ebe1d7155c19866972ecf5cbdd91">PxSceneDesc::broadPhaseCallback</a></div><div class="ttdeci">PxBroadPhaseCallback * broadPhaseCallback</div><div class="ttdoc">Broad-phase callback. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:589</div></div>
<div class="ttc" id="structPxBroadPhaseType_html_ac7422f895533bff02d0043d35a2b7dda"><div class="ttname"><a href="structPxBroadPhaseType.html#ac7422f895533bff02d0043d35a2b7dda">PxBroadPhaseType::Enum</a></div><div class="ttdeci">Enum</div><div class="ttdef"><b>Definition:</b> PxBroadPhase.h:68</div></div>
<div class="ttc" id="classPxSceneDesc_html_a038ba820b16315ea55c6e12a3cbe2b7f"><div class="ttname"><a href="classPxSceneDesc.html#a038ba820b16315ea55c6e12a3cbe2b7f">PxSceneDesc::dynamicStructure</a></div><div class="ttdeci">PxPruningStructureType::Enum dynamicStructure</div><div class="ttdoc">Defines the structure used to store dynamic objects. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:699</div></div>
<div class="ttc" id="group__physics_html_ga8c083fd86a8c52ff269aa4dd3407127b"><div class="ttname"><a href="group__physics.html#ga8c083fd86a8c52ff269aa4dd3407127b">PxSceneDesc::PxSceneDesc</a></div><div class="ttdeci">PX_INLINE PxSceneDesc(const PxTolerancesScale &amp;scale)</div><div class="ttdoc">constructor sets to default. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:953</div></div>
<div class="ttc" id="structPxFrictionType_html_a603c53fd85805e2528a338252496a96ba6cc49a8178d18bdd96e42fb1cb2c36a4"><div class="ttname"><a href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96ba6cc49a8178d18bdd96e42fb1cb2c36a4">PxFrictionType::eTWO_DIRECTIONAL</a></div><div class="ttdoc">Select two directional per-contact friction model. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:133</div></div>
<div class="ttc" id="classPxTolerancesScale_html"><div class="ttname"><a href="classPxTolerancesScale.html">PxTolerancesScale</a></div><div class="ttdoc">Class to define the scale at which simulation runs. Most simulation tolerances are calculated in term...</div><div class="ttdef"><b>Definition:</b> PxTolerancesScale.h:56</div></div>
<div class="ttc" id="structPxgDynamicsMemoryConfig_html_a23f805337d85ee65a944feb8458659cf"><div class="ttname"><a href="structPxgDynamicsMemoryConfig.html#a23f805337d85ee65a944feb8458659cf">PxgDynamicsMemoryConfig::PxgDynamicsMemoryConfig</a></div><div class="ttdeci">PxgDynamicsMemoryConfig()</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:449</div></div>
<div class="ttc" id="structPxgDynamicsMemoryConfig_html_a0e8c1e5e0a636d146698ec1acd2070f9"><div class="ttname"><a href="structPxgDynamicsMemoryConfig.html#a0e8c1e5e0a636d146698ec1acd2070f9">PxgDynamicsMemoryConfig::contactBufferCapacity</a></div><div class="ttdeci">PxU32 contactBufferCapacity</div><div class="ttdoc">Capacity of contact buffer allocated in GPU global memory. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:441</div></div>
<div class="ttc" id="classPxSceneLimits_html_ad0eaee83c330232159c791093abc0f4c"><div class="ttname"><a href="classPxSceneLimits.html#ad0eaee83c330232159c791093abc0f4c">PxSceneLimits::maxNbBodies</a></div><div class="ttdeci">PxU32 maxNbBodies</div><div class="ttdoc">Expected maximum number of dynamic rigid bodies. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:383</div></div>
<div class="ttc" id="classPxBounds3_html"><div class="ttname"><a href="classPxBounds3.html">PxBounds3</a></div><div class="ttdoc">Class representing 3D range or axis aligned bounding box. </div><div class="ttdef"><b>Definition:</b> PxBounds3.h:58</div></div>
<div class="ttc" id="structPxSceneQueryUpdateMode_html_a04e575a313bce592e2b404eedf89a9d4"><div class="ttname"><a href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a></div><div class="ttdeci">Enum</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:103</div></div>
<div class="ttc" id="classPxSimulationFilterCallback_html"><div class="ttname"><a href="classPxSimulationFilterCallback.html">PxSimulationFilterCallback</a></div><div class="ttdoc">Filter callback to specify handling of collision pairs. </div><div class="ttdef"><b>Definition:</b> PxFiltering.h:617</div></div>
<div class="ttc" id="structPxSceneFlag_html_ab4c347372b4433d34d983da780916c53a909e1cb63ea9c0394e2c2b3a526f47fe"><div class="ttname"><a href="structPxSceneFlag.html#ab4c347372b4433d34d983da780916c53a909e1cb63ea9c0394e2c2b3a526f47fe">PxSceneFlag::eENABLE_STABILIZATION</a></div><div class="ttdoc">Enables additional stabilization pass in solver. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:279</div></div>
<div class="ttc" id="classPxSceneDesc_html_af707e0c97624aaf6fa9ab2e82aadbecf"><div class="ttname"><a href="classPxSceneDesc.html#af707e0c97624aaf6fa9ab2e82aadbecf">PxSceneDesc::frictionOffsetThreshold</a></div><div class="ttdeci">PxReal frictionOffsetThreshold</div><div class="ttdoc">A threshold of contact separation distance used to decide if a contact point will experience friction...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:643</div></div>
<div class="ttc" id="classPxSceneDesc_html_a71a00536a56d40fe031de2ced1834941"><div class="ttname"><a href="classPxSceneDesc.html#a71a00536a56d40fe031de2ced1834941">PxSceneDesc::simulationEventCallback</a></div><div class="ttdeci">PxSimulationEventCallback * simulationEventCallback</div><div class="ttdoc">Possible notification callback. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:494</div></div>
<div class="ttc" id="classPxSceneDesc_html_a74dc6e8ebde591ca823a3ea4807fca33"><div class="ttname"><a href="classPxSceneDesc.html#a74dc6e8ebde591ca823a3ea4807fca33">PxSceneDesc::ccdMaxSeparation</a></div><div class="ttdeci">PxReal ccdMaxSeparation</div><div class="ttdoc">A threshold for speculative CCD. Used to control whether bias, restitution or a combination of the tw...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:654</div></div>
<div class="ttc" id="group__physics_html_ga622bf3792efe0007282d836719e80093"><div class="ttname"><a href="group__physics.html#ga622bf3792efe0007282d836719e80093">PxSceneLimits::isValid</a></div><div class="ttdeci">PX_INLINE bool isValid() const</div><div class="ttdoc">Returns true if the descriptor is valid. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:425</div></div>
<div class="ttc" id="PxTolerancesScale_8h_html"><div class="ttname"><a href="PxTolerancesScale_8h.html">PxTolerancesScale.h</a></div></div>
<div class="ttc" id="classPxSceneLimits_html"><div class="ttname"><a href="classPxSceneLimits.html">PxSceneLimits</a></div><div class="ttdoc">Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits are used as a hi...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:379</div></div>
<div class="ttc" id="classPxSceneDesc_html_a57fd72417c89bd73fc398678ae153c52"><div class="ttname"><a href="classPxSceneDesc.html#a57fd72417c89bd73fc398678ae153c52">PxSceneDesc::solverArticulationBatchSize</a></div><div class="ttdeci">PxU32 solverArticulationBatchSize</div><div class="ttdoc">Defines the number of articulations required to spawn a separate rigid body solver island task chain...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:765</div></div>
<div class="ttc" id="structPxgDynamicsMemoryConfig_html_ad7a64d6c606823dcfee7bc8da1ecdaae"><div class="ttname"><a href="structPxgDynamicsMemoryConfig.html#ad7a64d6c606823dcfee7bc8da1ecdaae">PxgDynamicsMemoryConfig::foundLostPairsCapacity</a></div><div class="ttdeci">PxU32 foundLostPairsCapacity</div><div class="ttdoc">Capacity of found and lost buffers allocated in GPU global memory. This is used for the found/lost pa...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:447</div></div>
<div class="ttc" id="structPxgDynamicsMemoryConfig_html_a7c3deac7934eb56245b47d0373495947"><div class="ttname"><a href="structPxgDynamicsMemoryConfig.html#a7c3deac7934eb56245b47d0373495947">PxgDynamicsMemoryConfig::contactStreamSize</a></div><div class="ttdeci">PxU32 contactStreamSize</div><div class="ttdoc">Size of contact stream buffer allocated in pinned host memory. This is double-buffered so total alloc...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:443</div></div>
<div class="ttc" id="classPxSceneDesc_html_a8d6ba51fe74a6c5ea4a46709abb89168"><div class="ttname"><a href="classPxSceneDesc.html#a8d6ba51fe74a6c5ea4a46709abb89168">PxSceneDesc::sanityBounds</a></div><div class="ttdeci">PxBounds3 sanityBounds</div><div class="ttdoc">The bounds used to sanity check user-set positions of actors and articulation links. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:885</div></div>
<div class="ttc" id="PxFlags_8h_html"><div class="ttname"><a href="PxFlags_8h.html">PxFlags.h</a></div></div>
<div class="ttc" id="classPxFlags_html"><div class="ttname"><a href="classPxFlags.html">PxFlags&lt; PxSceneFlag::Enum, PxU32 &gt;</a></div></div>
<div class="ttc" id="group__foundation_html_ga44a06101ddffac9a2f95183b14d64f99"><div class="ttname"><a href="group__foundation.html#ga44a06101ddffac9a2f95183b14d64f99">PxBounds3::isValid</a></div><div class="ttdeci">PX_CUDA_CALLABLE PX_FORCE_INLINE bool isValid() const</div><div class="ttdef"><b>Definition:</b> PxBounds3.h:467</div></div>
<div class="ttc" id="structPxFrictionType_html"><div class="ttname"><a href="structPxFrictionType.html">PxFrictionType</a></div><div class="ttdoc">Enum for selecting the friction algorithm used for simulation. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:127</div></div>
<div class="ttc" id="classPxSceneDesc_html_a710c03915bbaaa9bdf23925d535c3883"><div class="ttname"><a href="classPxSceneDesc.html#a710c03915bbaaa9bdf23925d535c3883">PxSceneDesc::filterShaderDataSize</a></div><div class="ttdeci">PxU32 filterShaderDataSize</div><div class="ttdoc">Size (in bytes) of the shared global filter data filterShaderData. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:532</div></div>
<div class="ttc" id="structPxgDynamicsMemoryConfig_html_a572bf93227593e5e9eecca69dc1ea8e9"><div class="ttname"><a href="structPxgDynamicsMemoryConfig.html#a572bf93227593e5e9eecca69dc1ea8e9">PxgDynamicsMemoryConfig::forceStreamCapacity</a></div><div class="ttdeci">PxU32 forceStreamCapacity</div><div class="ttdoc">Capacity of force buffer allocated in pinned host memory. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:445</div></div>
<div class="ttc" id="group__foundation_html_gacce5749db3dcfb916e98c253374264ed"><div class="ttname"><a href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a></div><div class="ttdeci">uint32_t PxU32</div><div class="ttdef"><b>Definition:</b> Px.h:48</div></div>
<div class="ttc" id="structPxPruningStructureType_html_a058454782f6ed1cc953b8d6561b636d9a374d304bffaa55f53556e2b40a592e54"><div class="ttname"><a href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a374d304bffaa55f53556e2b40a592e54">PxPruningStructureType::eDYNAMIC_AABB_TREE</a></div><div class="ttdoc">Using a dynamic AABB tree. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:75</div></div>
<div class="ttc" id="classPxSceneDesc_html_abc7769532392c8e47ec4580677145e34"><div class="ttname"><a href="classPxSceneDesc.html#abc7769532392c8e47ec4580677145e34">PxSceneDesc::bounceThresholdVelocity</a></div><div class="ttdeci">PxReal bounceThresholdVelocity</div><div class="ttdoc">A contact with a relative velocity below this will not bounce. A typical value for simulation...</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:628</div></div>
<div class="ttc" id="classPxBroadPhaseCallback_html"><div class="ttname"><a href="classPxBroadPhaseCallback.html">PxBroadPhaseCallback</a></div><div class="ttdoc">Broad-phase callback to receive broad-phase related events. </div><div class="ttdef"><b>Definition:</b> PxBroadPhase.h:96</div></div>
<div class="ttc" id="group__physics_html_gae673c050f15b0fc912860adbb3394e34"><div class="ttname"><a href="group__physics.html#gae673c050f15b0fc912860adbb3394e34">PxSceneLimits::setToDefault</a></div><div class="ttdeci">PX_INLINE void setToDefault()</div><div class="ttdoc">(re)sets the structure to the default </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:420</div></div>
<div class="ttc" id="classPxSceneDesc_html_a00495fa3240d1087d38cf33eebc313a7"><div class="ttname"><a href="classPxSceneDesc.html#a00495fa3240d1087d38cf33eebc313a7">PxSceneDesc::staticStructure</a></div><div class="ttdeci">PxPruningStructureType::Enum staticStructure</div><div class="ttdoc">Defines the structure used to store static objects. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:694</div></div>
<div class="ttc" id="structPxgDynamicsMemoryConfig_html_aae38a7ac296bd11b3a505c7884c76506"><div class="ttname"><a href="structPxgDynamicsMemoryConfig.html#aae38a7ac296bd11b3a505c7884c76506">PxgDynamicsMemoryConfig::constraintBufferCapacity</a></div><div class="ttdeci">PxU32 constraintBufferCapacity</div><div class="ttdoc">Capacity of constraint buffer allocated in GPU global memory. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:440</div></div>
<div class="ttc" id="group__foundation_html_gacb03347b642a2a5bdea1f9b305a6fbec"><div class="ttname"><a href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a></div><div class="ttdeci">#define PX_INLINE</div><div class="ttdef"><b>Definition:</b> PxPreprocessor.h:336</div></div>
<div class="ttc" id="structPxPairFilteringMode_html_aeaa62ad327b874e4b199022401bf7615"><div class="ttname"><a href="structPxPairFilteringMode.html#aeaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a></div><div class="ttdeci">Enum</div><div class="ttdef"><b>Definition:</b> PxFiltering.h:701</div></div>
<div class="ttc" id="structPxSceneFlag_html_ab4c347372b4433d34d983da780916c53"><div class="ttname"><a href="structPxSceneFlag.html#ab4c347372b4433d34d983da780916c53">PxSceneFlag::Enum</a></div><div class="ttdeci">Enum</div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:164</div></div>
<div class="ttc" id="structPxSceneQueryUpdateMode_html"><div class="ttname"><a href="structPxSceneQueryUpdateMode.html">PxSceneQueryUpdateMode</a></div><div class="ttdoc">Scene query update mode. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:101</div></div>
<div class="ttc" id="classPxVec3_html"><div class="ttname"><a href="classPxVec3.html">PxVec3</a></div><div class="ttdoc">3 Element vector class. </div><div class="ttdef"><b>Definition:</b> PxVec3.h:49</div></div>
<div class="ttc" id="structPxSceneQueryUpdateMode_html_a04e575a313bce592e2b404eedf89a9d4a501079944c5156ae69a4b8e66727144c"><div class="ttname"><a href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4a501079944c5156ae69a4b8e66727144c">PxSceneQueryUpdateMode::eBUILD_ENABLED_COMMIT_DISABLED</a></div><div class="ttdoc">Scene query build only is executed. </div><div class="ttdef"><b>Definition:</b> PxSceneDesc.h:106</div></div>
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